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Question by
MayMOL · May 17 at 01:36 PM ·
shadershader programmingshader-replacement
Get shadowmap in HDRP with commandBuffer
The code I've been working on for ages has this line of code
cmd.DrawRenderer(rc.renderer, srcMaterial, rc.submeshIndex, shadowPass);
which it takes the material's shadowpass and put the result into a RenderTexture.
However, the ShadowCaster pass in URP is simple that only have one half type output
half4 ShadowPassFragment(Varyings input) : SV_TARGET
{
Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
return 0;
}
And here's the HDRP Lit code for shadow:
void Frag( PackedVaryingsToPS packedInput
#if defined(SCENESELECTIONPASS) || defined(SCENEPICKINGPASS)
, out float4 outColor : SV_Target0
#else
#ifdef WRITE_MSAA_DEPTH
// We need the depth color as SV_Target0 for alpha to coverage
, out float4 depthColor : SV_Target0
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target1
#endif
#else
#ifdef WRITE_NORMAL_BUFFER
, out float4 outNormalBuffer : SV_Target0
#endif
#endif
// Decal buffer must be last as it is bind but we can optionally write into it (based on _DISABLE_DECALS)
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
, out float4 outDecalBuffer : SV_TARGET_DECAL
#endif
#endif
#if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS)
, out float outputDepth : DEPTH_OFFSET_SEMANTIC
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
FragInputs input = UnpackVaryingsToFragInputs(packedInput);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
#ifdef VARYINGS_NEED_POSITION_WS
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#else
// Unused
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
#endif
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
#if defined(_DEPTHOFFSET_ON) && !defined(SCENEPICKINGPASS)
outputDepth = posInput.deviceDepth;
#if SHADERPASS == SHADERPASS_SHADOWS
// If we are using the depth offset and manually outputting depth, the slope-scale depth bias is not properly applied
// we need to manually apply.
float bias = max(abs(ddx(posInput.deviceDepth)), abs(ddy(posInput.deviceDepth))) * _SlopeScaleDepthBias;
outputDepth += bias;
#endif
#endif
#ifdef SCENESELECTIONPASS
// We use depth prepass for scene selection in the editor, this code allow to output the outline correctly
outColor = float4(_ObjectId, _PassValue, 1.0, 1.0);
#elif defined(SCENEPICKINGPASS)
outColor = _SelectionID;
#else
// Depth and Alpha to coverage
#ifdef WRITE_MSAA_DEPTH
// In case we are rendering in MSAA, reading the an MSAA depth buffer is way too expensive. To avoid that, we export the depth to a color buffer
depthColor = packedInput.vmesh.positionCS.z;
#ifdef _ALPHATOMASK_ON
// Alpha channel is used for alpha to coverage
depthColor.a = SharpenAlpha(builtinData.opacity, builtinData.alphaClipTreshold);
#endif
#endif
#if defined(WRITE_NORMAL_BUFFER)
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer);
#endif
#if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS)
DecalPrepassData decalPrepassData;
// We don't have the right to access SurfaceData in a shaderpass.
// However it would be painful to have to add a function like ConvertSurfaceDataToDecalPrepassData() to every Material to return geomNormalWS anyway
// Here we will put the constrain that any Material requiring to support Decal, will need to have geomNormalWS as member of surfaceData (and we already require normalWS anyway)
decalPrepassData.geomNormalWS = surfaceData.geomNormalWS;
decalPrepassData.decalLayerMask = GetMeshRenderingDecalLayer();
EncodeIntoDecalPrepassBuffer(decalPrepassData, outDecalBuffer);
#endif
#endif // SCENESELECTIONPASS
}
Can anybody please tell me which one in HDRP is equivalent to the URP version, and how am I going to get the same shadowmap for the command buffer as URP?
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